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Posts from UNIT - Creature Balance + Visual Changes Auto-translated

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#31
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Nargott
Am I right in understanding that the reason for the nerf is a staged 1-on-1 battle against a stack of dwarven dragons? What other tests were conducted, how many stacks were present on the battlefield, and were the battles played manually for both sides? Was a vote conducted, and does the community find the new "Arabs" appealing after the damage nerf? After all, there is also a subjective factor; what difference does it make how the unit is balanced if no one will use it.

The tests were not only against dragons; any high-level creatures against crossbowmen turned into dust because crossbowmen shoot completely ignoring defense, and now even across half the field. Tier 6-7 units survive only due to a large amount of armor and increased health, which compensates for their modest weekly growth. Now imagine that 6-7 creatures, say, blood-eyed cyclops (3-4 weekly growth), are killed by a hundred crossbowmen with one shot, and with a large excess of damage. Therefore, if a creature has a speed of less than 7-8 cells, it is doomed... But with low-level creatures, the picture is different; they survive mainly due to their quantity in a stack, health, and a little armor, so crossbowmen will not be such a "deadly unit" against them, even with increased damage.

Regarding the vote... previous experiments in this regard have shown the ineffectiveness of the method, since no one really voted, so there is not much point in it. But now, at least, I am starting to learn the opinions of other forum participants.
Nargott

Unless, before that moment, they are blocked, running out from a corner. Much lower damage and too many "ifs," compared to the alternative.

I cannot but agree with this; there are too many conditions - this is a fact. So far, I have not found a compromise in this situation, but I am constantly working on improving the balance and testing new "ability-characteristic" combinations. As I said, crossbowmen are a very situational unit, and they gain a great advantage with the right approach. The correction of crossbowmen is not yet the final version; I understood that they would still need to be reworked, but for now, they need to be "tested" to fully understand all their strengths and weaknesses, and I hope that those who use my mods will help me with this in order to further bring them to a new, balanced level.
serovoy
Heh, I thought the crossbowmen had enhanced arrows, but it turns out it's maneuvering! :D Shame on my nearsighted eyes!
I have to agree with comrade Nargott; given their fragility (even considering the increased health), crossbowmen are barely able to survive an enemy attack, let alone respond to it.

Oh, these crossbowmen, they are always being bullied, first by the developers, now by the modders) Perhaps you are both right; I myself perfectly understand that the mechanics of these units leave much to be desired, at least for now. Although now they are not as helpless as they used to be, but still, this is not enough. In the second version, I tried to smooth out the "gap" between crossbowmen and archers and achieved some success in this regard; I received feedback about them, and that is good, which means there is something to work on. I even received some ideas on how this can be implemented, although I do not share them, but I will try. I also had a couple of ideas on how to achieve this in a less radical way.
As I said, I am always open to suggestions.)
He who does nothing makes no mistakes.
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In reply to Frozensoull
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#32
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Frozensoull
Tests were conducted not only against dragons; any high-level creatures against crossbowmen turned into mush because crossbowmen shoot completely ignoring defense, and now they do it across half the battlefield. Tier 6-7 units survive only due to a large amount of armor and increased health, which compensates for their modest weekly growth. Now imagine that 6-7 creatures, say, blood-eyed cyclops (3-4 weekly growth), are killed by a hundred crossbowmen with a single shot, and with a large margin of excess damage. This means that if a creature has a speed of less than 7-8 tiles, it is doomed... But with low-level creatures, the picture is different; they survive mainly due to their quantity in a stack, health, and a little armor, so crossbowmen will not be such a "deadly option" against them, even with increased damage.
So, do I understand correctly that all tests are 1 stack against 1 stack, which simply attacks instead of just blocking, leading to a stalemate ("draw")? (as a result, all that these crossbowmen achieve is a stalemate with top-tier units, and a loss against low-tier units).
Half the battlefield is 6 tiles, not 4. Why is a speed of 7-8 needed there if, with normal terrain, even with a speed of 3, you can block bare crossbowmen, bypassing armor penetration.

The example with cyclops is strange: 100 old crossbowmen deal damage in the area of 500 + 300-400 at a time, and 1 cyclops has about 250 hit points + blood (if it is not a neutral creature).
I can't disagree with this; there are too many assumptions - that's a fact. So far, I haven't found a compromise in this situation, but I am constantly working on improving the balance and testing new "ability-characteristic" combinations. As I said, crossbowmen are a very situational unit, and they gain a significant advantage with the right approach. Correcting the crossbowmen is not yet the final version; I understood that they would still need to be reworked, but for now, they need to be "tested" to fully understand all their strengths and weaknesses, and I hope that those who use my mods will help me with this in order to further bring them to a new, balanced level.
Well, at least for starters, there is no need to reduce the damage; otherwise, there is no point in trying them out. A crossbowman buff should look like a buff. It's a very strange practice to reduce a creature that is already much weaker (even if it implies a buff through other aspects).
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#33
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Nargott
So, I understand correctly that all tests are 1 stack against 1 stack, which simply attacks instead of just blocking, leading to a stalemate ("draw")? (resulting in a draw against top-tier units, and a loss against lower-tier units).
We are talking about the raw damage of the creature, not its tactical survivability under all possible combat conditions, so the tests were conducted in this way with creatures of different levels.
Nargott

Half the field is 6 cells, not 4. Why is the speed 7-8 needed there if, even with normal terrain and a speed of 3, you can block naked Arabs, bypassing armor penetration.

Half the field is a relative term; in any case, it is almost half for crossbowmen, because 1 cell is occupied by them + a range of 4, totaling 5. And how can you bypass armor penetration? And if you are so concerned about all tactical aspects, then say, what is this new tactic of leaving archers without armor?
Nargott

At least for starters, there is no need to reduce the damage, otherwise there is no point in trying them out. A crossbowman buff should look like a buff.

I wanted to reduce the damage as little as possible, but with the current unit configuration, there was no other way. In the future, I plan to get rid of all kinds of "damage penalties" and situationality of the creature; most likely, the "aimed shot" ability will be replaced with something more universal, and then the damage will probably be restored or even increased further.
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In reply to Frozensoull
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#34
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Frozensoull
We are talking about the raw damage of a creature, not its tactical survivability under all possible combat conditions, so the tests were conducted in a similar way with creatures of different levels.
Such 1-on-1 tests in most cases do not even come close to showing a realistic picture. Because there is no real battle (many stacks, focus fire, smart moves). Splash damage is not taken into account, focus fire is not taken into account, the role of retaliation and stuns is overestimated, the role of double attacks is underestimated, the role of first strike and speed is underestimated, the role of retaliation is overestimated, archers are easily blocked, large size is not taken into account, etc. Plus, I already gave an example of how, even under test conditions, due to a simple smart move, 1 stack of tier 7 can bring the confrontation with 100 Arabs to a standstill. And for this, 2 creatures will be enough, not 6.

It is clear that in such a theoretical situation, the AI in auto-battle is stupid and will attack, allowing the maneuver to be used; this scenario is relevant in a breakthrough (at the cost of significant losses of the key stack), but there is also a counter-breakthrough (when the Arabs break through with a stack of tier 7 and you just need to come and block, after which the Arabs will kill themselves), as well as a final battle against a smart opponent (if you are playing Multiplayer). Who will not put top-tier units under armor-piercing attacks, and will also block the Arabs instead of attacking when the attack is not profitable, and attack with low-level units, followed by blocking/finishing off with another unit when it is profitable. You can do whatever you want and ignore the Maneuver ability, without which the Arabs are simply nerfed archers (compared to the old ones).
Half the field is a relative term; in any case, it is practically half for archers, because they occupy 1 cell + have a range of 4, which is 5 in total. And how can you bypass armor-piercing? And if you are so concerned about all tactical aspects, then say, what is the new tactic of leaving archers unprotected?
Well, you discussed unprotected Arabs in your tests, didn't you? If the Arabs are protected, then neither their maneuvers nor speed of 7-8 will matter. They will simply be protected, fat, and weak Arabs with a slightly increased range of armor-piercing (compared to the old ones).
With unprotected Arabs, it is enough to have a speed 1 less than the range of their attack for a safe block. This is done by moving along the adjacent vertical:
==X+
++||+
++||+
++V+
+++A
I wanted to reduce the damage as little as possible, but with the current unit configuration, there was no other way.
In such a controversial situation, it would have been worth questioning the fairness of the test conditions that lead to such conclusions.

In short, the new Arabs are a mixed bag (in my opinion), we are waiting for the next version.
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In reply to Nargott
#35
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Nargott
and also, the enhanced arrow works in melee combat
Is this accurate? It smells like a bug, both from a technical standpoint and from the point of view of basic logic.
PS: someone picked up on my crazy idea – about shooting with an arc for crossbowmen; I hasten to disappoint – any application of it by anyone other than archers leads to the game crashing.
In reply to serovoy
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#36
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serovoy
Is this for sure? It smells like a bug, both from a technical point of view and from the point of view of elementary logic.
Absolutely, but you can benefit from this bug if you name the ability correctly (enhanced attack or defense penetration) and give it to melee units as well, setting the knockback trigger factor to 0 (disabling knockback). In general, regarding the upgrade equations, the common concept is to balance them based on the strongest upgrade, but in my opinion, it should be balanced based on the first upgrade, as it appeared earlier and is the base. For example, if we exclude the forest archers, it is unlikely that anyone would think of increasing the damage of the first upgrade, as it is already high (elves are one of the top-tier units in their tier and do not need to be buffed). Or, if we exclude the alternate human archers, few would want to significantly buff the Arab archers - they are quite decent archers in themselves, perhaps only slightly adjusting the ability to a range of 4. And so on. After all, before the alternate versions appeared, there was an established balance for the first upgrades, and it makes sense to focus on it, considering the overpowered direct-fire human and elven archers, which need to be nerfed (in terms of stats or abilities), and other alternate versions that stand out from the balance, as bugs. I think that this point of view (balancing based on the strongest upgrade) is adopted because it is more pleasant to buff than to nerf, but this is clearly not a professional approach to balance.
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#37
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serovoy

PS: someone picked up on my crazy idea – about using arbalests for ranged attacks; I hasten to disappoint – any application of it by anyone other than archers leads to the game crashing.
No. It works on other creatures. However, it conflicts with some abilities.
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In reply to serovoy
#38
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serovoy
In my humble opinion, crossbowmen (marksmen) were and remain a practically "forgotten" creature, and this started even before the introduction of alternative upgrades; I know many cases where a higher maximum damage was sacrificed in favor of higher initiative and the ability to shoot over obstacles, which archers possess.
Solution: give crossbowmen either a double shot or the ability to shoot over obstacles, but only if the squad has at least a weekly increase in creatures, in order to maintain basic logic.
I wouldn't say that crossbowmen are forgotten. Personally, they are actively used in cases where you are sure that the opponent will approach you closely. Very effective against orcs, whose goal is to rush. And also very good against dwarves, or other large creatures.
In reply to RedHeavenHero
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#39
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RedHeavenHero
No, it works on other creatures. However, it conflicts with some abilities.
Could you please be more specific about which abilities it conflicts with? And another question: Nargott, what is this scheme? I don't understand. ==X+ ++||+ ++||+ ++V+ +++A
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
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#40
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SRD
Could you please be more specific – which abilities does it conflict with?
For example, it conflicts with the Elven Double Shot and Immobilizing Arrows: when using area-of-effect shots on a central cell not occupied by a creature, the game crashes. It works correctly with a regular Double Shot. Surprisingly, Precise Shot works with area-of-effect shots.
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#41
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SRD
Could you please be more specific – which abilities does it conflict with?

And another question: Nargott, what is this setup – I don't quite understand.
==X+
++||+
++||+
++V+
+++A
A - crossbows
X - melee unit (blocker)
+ - cells that can be shot through with armor-piercing attacks
= - cells that cannot be shot through with armor-piercing attacks (safe)
||
V - the blocker's path
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#42
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So, we are gathering information for a small "patch" for the second version. The situation with crossbowmen is clear; several possible options for changing the unit's mechanics will be proposed soon. Now, I am interested in opinions regarding other units, in particular, Crystal Dragons. What can be said about them? Crystal Dragons received quite powerful AoE attacks; their native ability "Crystal Breath" + the new "Storm Strike" can be considered a double AoE. Have they replaced Bronze Dragons, even though both were buffed?
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In reply to RedHeavenHero
#43
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No, it works on other creatures.
Here, look: I gave this ability to the archers (I even bothered to copy the script part from flybysequence), and the first time it was used in battle, the game crashed, even though these archers only had their standard accurate shot ability, and the target was in the center square. I thought it was just bad luck, I tried again – same thing. Maybe I forgot something? Perhaps I needed to work on the graphical part?
Absolutely, but you can benefit from this bug if you name the ability correctly (enhanced attack or armor penetration) and give it to melee units as well, setting the knockback trigger factor to 0 (disabling knockback).
Interesting. Then you could replace the bash ability of the plate armor units with this ability (even without adjusting the knockback). Because two warriors with the same ability – that’s just not right.
Crystal dragons received a fairly powerful AoE, their native ability "Crystal Breath" + the new "Storm Strike."
Why all this fuss around the dragons? They could have replaced the corrosive breath of the bronze dragons with Storm Strike (which would be canon) with a slight adjustment to the stats – and players would have an interesting dilemma. But as it is, it's just a mess.
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#44
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serovoy

Why were all these unnecessary adjustments made around the dragons? They could have replaced the corrosive breath of the Bronze dragons with a storm strike (which would have been in line with the lore) with a slight stat adjustment, and players would have had an interesting dilemma. But as it is, it's just a mess.

These "adjustments" were necessary to further emphasize the difference between a regular upgrade and an alternate upgrade. Bronze dragons specialize in single-target damage, so their damage and survivability were further increased for this purpose, while Crystal dragons are more focused on area-of-effect damage, which is why the "Storm Strike" ability was added, as the old "Crystalline Breath" ability was too unpredictable.

What is the purpose of giving "Storm Strike" to Bronze dragons (Emerald dragons), if they were even conceived by the developers as single-target units? It doesn't suit them even from the point of view of elementary logic; what do they have to do with electricity?
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#45
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In the original game (I think everyone remembers that Heroes V is a mix of Heroes III and Warcraft III), bronze dragons attacked with lightning. As for the logic – an AoE attack is almost always preferable to a single-target attack, and you’ve made it even stronger. Therefore, the former emerald dragons continue to languish in obscurity. :(